HumanInventory... with FSM (synchronous, no anims) Подробнее...
Граф наследования:HumanInventoryWithFSM:Защищенные члены | |
| void | HumanInventoryWithFSM () |
| void | CreateStableStates () |
| override void | Init () |
| bool | CanProcessHandEvents () |
| override bool | ProcessHandEvent (HandEventBase e) |
| hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler) | |
| bool | ProcessHandAbortEvent (HandEventBase e) |
| void | CheckFSMState () |
| override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
| override void | OnStoreSave (ParamsWriteContext ctx) |
| int | GetCurrentStateID () |
| bool | IsIdle () |
| void | NetSyncCurrentStateID (int id) |
| Engine callback - network synchronization of FSM's state. not intended to direct use. | |
Защищенные данные | |
| ref HandFSM | m_FSM |
| ref HandStateBase | m_Empty |
| hand slot state machine | |
| ref HandStateBase | m_Equipped |
Дополнительные унаследованные члены | |
Закрытые члены унаследованные от HumanInventory | |
| bool | ReplaceItemInElsewhereWithNewinHandsImpl (InventoryMode mode, HandEventBase e) |
| bool | ReplaceItemInHandsWithNewImpl (InventoryMode mode, HandEventBase e) |
| bool | ReplaceItemInHandsWithNew (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| bool | ReplaceItemInHandsWithNewElsewhere (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| bool | SwappingToPreviousLocation (EntityAI item1, EntityAI item2, out InventoryLocation dst) |
| void | HandleInventoryManipulation () |
| void | Update (float delta_time) |
| bool | ValidateUserReservationCancel (inout Serializer ctx, InventoryValidation validation) |
| bool | PostDeferredEventTakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst) |
| bool | PostDeferredForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2) |
HumanInventory... with FSM (synchronous, no anims)
См. определение в файле HumanInventoryWithFSM.c строка 5